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hey

So I've just gotten back in with 8th ed since a LOOOONG break so really a noob again. I'm putting together an army list so I only buy what I need for a 2000pts army or else I'll just end up wit tons of models and will spend ages kitbashing and painting.

 

So my question is this, am I totally barking up the wrong tree with this one?

 

BATTALION DETACHMENT

 

HQ:

Kayvaan Shrike

 

Chaplain with Jump pack

 

ELITES:

10 Rievers with Grav chutes

 

5 Vanguard Vets all with Lightning Claws

 

5 Vanguard Vets 3xLightning Claws 2xPower Fist

 

TROOPS:

5xIntercessors All Bolt Rifles

 

5xIntercessors 4xBolt Rifles 1XAssault Bolt Rifle

 

5xScouts 4xSniper Rifles 1xMissile Launcher

 

5xScouts 4xBolt Guns 1xHeavy Bolter

 

10xTacticals 1XPlasma Pistol 1XPlasma Gun 

 

FAST ATTACK:

3xInceptors Assault Bolters

 

HEAVY SUPPORT:

5xHellblasters Plasma Incinerators

 

FLYERS:

Stormhawk Interceptor Assault Cannon, Stormcannon, Skyhammer Missile Launcher

 

Stormraven Gunship Stormstrike Missile Launcher, Heavy Bolter, Twin Lascannon

 

Any input, even "are you stoooopid" is greatly appreciated. 

Edited by rudeboy134

The following is my experience of 8th edition.

 

1) 5-man squads die fast and easy.

 

2) Lascannons are king with AT.

 

3) A Storm Raven without some form of Dreadnought riding on it is losing potential.

 

4) Plasma is ok, but outright deaths of infantry, without saves means overcharging is just as bad as general plasma last edition, but you got a save then.

 

5) if your assault troops are backing up Shrike, as they should be, the chaplain isn't needed as much. Fixed hit rolls see to that.

 

6) be wary of Guard Hellhounds... They can bring flyers down faster than almost anything else. Pask in a standard Leman Russ is just a bigger target to avoid.

 

7) sniper Rifles need larger numbers for those mortal wounds. I'd personally drop the missile launcher and try and find space for more snipers.

1) 5-man squads die fast and easy.

 

This mainly troops or true for any?

 

 

3) A Storm Raven without some form of Dreadnought riding on it is losing potential

 

Thinking of scratching as it's alot of points in one model

 

 

5) if your assault troops are backing up Shrike, as they should be, the chaplain isn't needed as much. Fixed hit rolls see to that.

 

Yeah this is probably my love of Chaplains shining through

 

 

7) sniper Rifles need larger numbers for those mortal wounds. I'd personally drop the missile launcher and try and find space for more snipers.

 

Yeah personally I think a missile launcher in a sniper squad is just plain wrong but seen that load out in a bunch of lists. Should I go full 10 man or would 8-ish work?

 

------

For your second Intercessors squad, I don't think you can equip only one with an autobolter - they all have to have the same weapon.

 

Forgot to add Sergeant to this squad

Edited by rudeboy134

1) 5-man squads die fast and easy.

 

This mainly troops or true for any?

 

 

3) A Storm Raven without some form of Dreadnought riding on it is losing potential

 

Thinking of scratching as it's alot of points in one model

 

 

5) if your assault troops are backing up Shrike, as they should be, the chaplain isn't needed as much. Fixed hit rolls see to that.

 

Yeah this is probably my love of Chaplains shining through

 

 

7) sniper Rifles need larger numbers for those mortal wounds. I'd personally drop the missile launcher and try and find space for more snipers.

 

Yeah personally I think a missile launcher in a sniper squad is just plain wrong but seen that load out in a bunch of lists. Should I go full 10 man or would 8-ish work?

 

------

For your second Intercessors squad, I don't think you can equip only one with an autobolter - they all have to have the same weapon.

 

Forgot to add Sergeant to this squad

 

1) I haven't used my Terminators in a game yet.  If I get the opportunity sometime soon, I'll let you know.  Though, my 5-man bike squad survived 2 Guard Special Weapons squads firing at it with only taking a single wound.  Though, that could have been down to whiffed rolls.

 

3) The Storm Raven.  I've had great success with this pre-codex, and am thinking about readding it to my list, though, I do face lots of Hellhounds fairly regularly.  It's a beast when it drops off a Dreadnought and a 10-man Sternguard squad.

 

5) I too love chaplains, however, as Shrike seems to be an auto-include now, and with Command Points being rather tight, I tend to use a Lieutenant with JP and LCs with my devastators, partly for the re-roll, and partly to jump in front of anything getting too close.

 

7) I'm working on finding points for a full 10-man squad, however, 8 might be a decent number too.

 

3) The Storm Raven.  I've had great success with this pre-codex, and am thinking about readding it to my list, though, I do face lots of Hellhounds fairly regularly.  It's a beast when it drops off a Dreadnought and a 10-man Sternguard squad.

 

 

I wish I had ample photoshop knowledge so I could make you a forum banner that says something like:

 

"Damo1701: Prosecuting the Hellhound Agenda since June 2017"

This is my 2nd version

 

 
Battalion Detachment
 
Troops
 
Intercessor Squad 10x Intercessors, 10x Bolt Rifle
 
Scout Squad 8x Scouts, 8x Camo Cloak, Combi-Plasma, 7x Sniper Rifle
 
Scout Squad 10x Scouts, 8x Boltgun, Combi-Melta, Missile Launcher
 
Scout Squad 7xScouts, 6x Boltgun, Combi-Plasma
 
Scout Squad 7xScouts, 6x Astartes Shotgun, Chainsword, Plasma Pistol
 
Elites
 
Vanguard Veterans 5x Jump Packs and LCs
 
Vanguard Veterans 5x Jump Packs and Power Sword Plasma pistol combo
 
HQ
 
Kayvaan Shrike
 
1x Primaris Lieutenant
 
Fast Attack
 
3x Inceptors with Assault Bolters 
 
Heavy Support
 
5x Devastators Heavy Bolter, Lascannon, Missile Launcher, Multi-Melta
 
5x Hellblasters with Plasma Incinerators
 
Dedicated Transport
 
Repulsor Heavy Onslaught Gatling Cannon, Icarus Ironhail Heavy Stubber, Ironhail Heavy Stubber, Twin Heavy Bolter
. Two Stormbolters: 2x Stormbolter
 

Dude, if you're going to mix weapons in a Devastator squad at least match up the ranges of the weapons.

 

You have 24", 36", & 48" in the same squad. Chances are your heavy bolter and multimelta will be useless for half the battle. Not hard to stay away from them and force them to move if they want to use the shorter ranged weapons. And if they move they get -1 to hit.

 

I'd go with all lascannons or missile launchers for the 4 foot range. Also, if they all have the same weapon it simplifies the choice of which guy dies when the battle unit starts taking wounds.

New and updated list

 

++ Battalion Detachment +3CP 
 
 
 
+ HQ +
 
Chaplain
 Bolt pistol, Jump Pack, Raven's Fury
 
Primaris Lieutenants
. Primaris Lieutenant: Master-crafted stalker bolt rifle
 
+ Troops +
 
Intercessor Squad
Bolt rifle, 7x Intercessor, Intercessor Sergeant
 
Scout Squad
 8x Camo cloak
. Scout Sergeant: Bolt pistol, Sniper rifle
. 7x Scout w/Sniper Rifle: 7x Sniper rifle
 
Scout Squad
. Scout Sergeant: Chainsword, Combi-melta
. 7x Scout w/Shotgun
 
Scout Squad 
. Scout Sergeant: Chainsword, Combi-plasma
. 6x Scout w/Boltgun
. Scout w/Heavy Weapon: Heavy bolter
 
Scout Squad 
. Scout Sergeant: Chainsword, Combi-plasma
. 7x Scout w/Boltgun
 
+ Heavy Support +
 
Devastator Squad 
. Space Marine Sergeant: Chainsword
. Space Marine w/Heavy Weapon: Lascannon
. Space Marine w/Heavy Weapon: Lascannon
. Space Marine w/Heavy Weapon: Lascannon
. Space Marine w/Heavy Weapon: Lascannon
 
Devastator Squad 
. Space Marine Sergeant: Chainsword
. Space Marine w/Heavy Weapon: Missile launcher
. Space Marine w/Heavy Weapon: Missile launcher
. Space Marine w/Heavy Weapon: Missile launcher
. Space Marine w/Heavy Weapon: Missile launcher
 
Hellblaster Squad
Plasma incinerator
. 4x Hellblaster
. Hellblaster Sergeant: Bolt pistol
 
++ Vanguard Detachment +1CP 
 
+ HQ +
 
Kayvaan Shrike 
 
+ Elites +
 
Redemptor Dreadnought
2x Fragstorm Grenade Launchers, Heavy Onslaught Gatling Cannon, Icarus Rocket Pod, Onslaught Gatling Cannon
 
Vanguard Veteran Squad Jump Packs
. Space Marine Veteran: Plasma pistol, Power sword
. Space Marine Veteran: Plasma pistol, Power sword
. Space Marine Veteran: Plasma pistol, Power sword
. Space Marine Veteran: Plasma pistol, Power sword
. Space Marine Veteran: Plasma pistol, Power sword
. Veteran Sergeant: Plasma pistol, Power sword
 
Vanguard Veteran Squad Jump Packs
. Space Marine Veteran: 2x Lightning Claw
. Space Marine Veteran: 2x Lightning Claw
. Space Marine Veteran: 2x Lightning Claw
. Space Marine Veteran: 2x Lightning Claw
. Space Marine Veteran: 2x Lightning Claw
. Veteran Sergeant: 2x Lightning Claw
Edited by rudeboy134

It's a decent list, but I have a few suggestions:

 

Chaplain: With the change to pistols no longer granting an extra attack, I am a firm believer in anything but a bolt pistol on an HQ. If you want the cheap/efficient route I would recommend storm bolter. If you want more punch you can go the Combi-Route (Plasma personally). Lastly, if you MUST have a pistol to get that elusive shooting-in-hand-to-hand, then a Plasma Pistol. Bolt Pistols just feel useless currently.

 

Your boltgun scouts seem a bit dysfunctional to me. Given their squad size and their armament, i'm really not sure of their purpose. If they are for bubble wrapping then I wouldn't run heavy weapons or combi-weapons, and if you intend to park yourself on an objective, I probably wouldn't run the Combi's. Basically my opinion is if you can't get in close with a Combi-plasma to double tap at least 2 turns, it isn't worth the cost. When the edition first came out I was in love with the new Combi rules and I did the same thing, but as time wore on I came to understand they are a bit overpriced if you aren't getting full effect out of them. Ultimately I would strip them down, or ratchet them up like the Sniper Scouts.

 

Vanguard: Not really a criticism here, but the Plasma Pistol/Power Sword Vets are interesting to me. Its a good weapon pairing in terms of purpose, and they are relatively cheap as well. If you end up going this route I would love to hear how the perform (in comparison to 2xLC), AND if you do like them, do you just wish you had more Plasma, or more CC killing power.

 

Redemptor Dread: I love the model and the statline is great, but he doesn't feel like he has a purpose in the list (other than being added in to fill out the Vanguard detachment). He does move 8" a turn so running him up the board isn't awful I guess, and if you keep him in the 13"-24" range zone he is pretty durable (due to CT).

Thanks for the suggestions! Answers below

It's a decent list, but I have a few suggestions:

 

Chaplain: With the change to pistols no longer granting an extra attack, I am a firm believer in anything but a bolt pistol on an HQ. If you want the cheap/efficient route I would recommend storm bolter. If you want more punch you can go the Combi-Route (Plasma personally). Lastly, if you MUST have a pistol to get that elusive shooting-in-hand-to-hand, then a Plasma Pistol. Bolt Pistols just feel useless currently.

 

----This was down to points, but with a few changes I'd go plasma pistol, I'm gonna have a hard time WYSIG the model to a combi weapon (Converted Lord Executioner model)

 

Your boltgun scouts seem a bit dysfunctional to me. Given their squad size and their armament, i'm really not sure of their purpose. If they are for bubble wrapping then I wouldn't run heavy weapons or combi-weapons, and if you intend to park yourself on an objective, I probably wouldn't run the Combi's. Basically my opinion is if you can't get in close with a Combi-plasma to double tap at least 2 turns, it isn't worth the cost. When the edition first came out I was in love with the new Combi rules and I did the same thing, but as time wore on I came to understand they are a bit overpriced if you aren't getting full effect out of them. Ultimately I would strip them down, or ratchet them up like the Sniper Scouts.

 

---These were intended for Objectives mostly, and yes the combis looked great but might just take them off then.

 

Vanguard: Not really a criticism here, but the Plasma Pistol/Power Sword Vets are interesting to me. Its a good weapon pairing in terms of purpose, and they are relatively cheap as well. If you end up going this route I would love to hear how the perform (in comparison to 2xLC), AND if you do like them, do you just wish you had more Plasma, or more CC killing power.

 

---Will let you know how they perform

 

Redemptor Dread: I love the model and the statline is great, but he doesn't feel like he has a purpose in the list (other than being added in to fill out the Vanguard detachment). He does move 8" a turn so running him up the board isn't awful I guess, and if you keep him in the 13"-24" range zone he is pretty durable (due to CT).

 

---The plan here was to park him behind the sniper scouts and take advantage of screen and Shadow Masters

 

It's a decent list, but I have a few suggestions:

 

Chaplain: With the change to pistols no longer granting an extra attack, I am a firm believer in anything but a bolt pistol on an HQ. If you want the cheap/efficient route I would recommend storm bolter. If you want more punch you can go the Combi-Route (Plasma personally). Lastly, if you MUST have a pistol to get that elusive shooting-in-hand-to-hand, then a Plasma Pistol. Bolt Pistols just feel useless currently.

 

Your boltgun scouts seem a bit dysfunctional to me. Given their squad size and their armament, i'm really not sure of their purpose. If they are for bubble wrapping then I wouldn't run heavy weapons or combi-weapons, and if you intend to park yourself on an objective, I probably wouldn't run the Combi's. Basically my opinion is if you can't get in close with a Combi-plasma to double tap at least 2 turns, it isn't worth the cost. When the edition first came out I was in love with the new Combi rules and I did the same thing, but as time wore on I came to understand they are a bit overpriced if you aren't getting full effect out of them. Ultimately I would strip them down, or ratchet them up like the Sniper Scouts.

 

Vanguard: Not really a criticism here, but the Plasma Pistol/Power Sword Vets are interesting to me. Its a good weapon pairing in terms of purpose, and they are relatively cheap as well. If you end up going this route I would love to hear how the perform (in comparison to 2xLC), AND if you do like them, do you just wish you had more Plasma, or more CC killing power.

 

Redemptor Dread: I love the model and the statline is great, but he doesn't feel like he has a purpose in the list (other than being added in to fill out the Vanguard detachment). He does move 8" a turn so running him up the board isn't awful I guess, and if you keep him in the 13"-24" range zone he is pretty durable (due to CT).

 

Edited by rudeboy134

 

 

---This was down to points, but with a few changes I'd go plasma pistol, I'm gonna have a hard time WYSIG the model to a combi weapon (Converted Lord Executioner model)

 

I feel you here. The aesthetic side of this issue is a problem. Most Combi/Storm Bolters look far to large/clunky to be carried by a unit one-handed/in power armor, in addition to the restrictions a Jump Pack poses on weapon/accessory placement.

 

I think I am going to start playing with bits from the Sanguinary Guard and Grey Knight Strike kits to see about a fore-arm mounted solution that is lighter/slimmer to fit with the aesthetic.

 

Also remember: Storm Bolter is 2 points and puts out 4x the shots of a Bolt Pistol. 

 

Another thing to consider: The Raven Guard relic pack Raven's Fury is cool in concept, but in reality you have it on your Chaplain who needs to be alongside other units to buff them. If he also happens to be near Shrike, half the effect of the pack is wasted (Re-rolls), and the advance+charge is diminished, since he can't really afford to get out ahead/away from the units he is buffing. You could go Boltgun -> Primarch's Wrath, and get some legit badass dakka on him. Just food for thought.

 

If you do end up using Raven's Fury on an aura unit I would love to hear your thoughts after some games. To me Raven's Fury is best suited to a lone wolf/Moritat type model that you intend to run off solo and murder things/harass with.

Ditched the 2 combi-plasmas and put stormbolters on the sergeants and added a missile launcher to one of the squads.

And gave the Chaplain a plasma pistol.

 

Now the only test will be to make the stormbolters look somewhat "realistic" on my scout sergeant models

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